#version 330 core
layout (location = 0) in vec3 aPos; //位置坐标
layout (location = 1) in vec2 aTexCoord; //纹理坐标

out vec2 TexCoord; // 输出纹理坐标
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
	gl_Position = projection * view * model * vec4(aPos, 1.0); //变换
	TexCoord = vec2(aTexCoord.x, aTexCoord.y);
}